Comments (1)
The way that photon mapping is introduced in Physically Based Rendering isn't in terms of the traditional differential flux stuff, but in terms of measurement equations (see section 15.6.1). In that framework, it actually is radiance that's emitted by the light sources.
An alternate answer would be that if you want to think about it in terms of differential flux, then it's the same computations as pbrt has implemented, just with various unit conversions happening at different times. But IMHO the PBR approach is a bit more rigorous, and also leads to a foundation that works better for understanding things like the recent vertex connection and merging work...
from pbrt-v2.
Related Issues (20)
- artifacts when EWA magnifies texels
- invalid LookAt causes crash
- ringing pattern generated by path tracing HOT 3
- Texture blurring at the focal plane in scenes with DOF. HOT 2
- PBRT does not handle single-channel EXR textures HOT 1
- About screen clamping in irradiance cache. HOT 1
- Remove OpenEXR library dependency. HOT 3
- build issue HOT 1
- 4D noise HOT 9
- Distribution1D::SampleContinuous problem HOT 1
- L2-Norm in exrdiff HOT 1
- BVH Cost Function HOT 2
- PermutedRadicalInverse() is horribly broken
- Ambient occlusion in scenes with light sources HOT 1
- How to use pbrt to render an animation sequences? HOT 1
- villa-daylight.pbrt HOT 1
- UniformSampleSphere in AmbientOcclusionIntegrator::Li HOT 1
- Using the same code build on Windows and Linux got different result.
- Wrong direction of shading tangents in Triangle::GetShadingGeometry causing wrong bump mapping HOT 1
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from pbrt-v2.